Unreal Engine Forums - Work in Progresshttps://forums.unrealengine.com/
Building something cool? Tell us about it!enTue, 26 Sep 2017 20:06:32 GMTvBulletin60images/misc/rss.pngUnreal Engine Forums - Work in Progresshttps://forums.unrealengine.com/
https://forums.unrealengine.com/community/work-in-progress/1360101-prototype-trapped-with-us
Tue, 26 Sep 2017 16:37:23 GMTA quick gameplay recording test/preview to start off:
Trapped With Us is intended to be an action-adventure game with innovative mechanics...

Trapped With Us is intended to be an action-adventure game with innovative mechanics in various areas, and an unconventional approach to narrative presentation. The story revolves around a continuous cycle of multi-universal "tournaments" with participants being forced to participate against their will, and the player seeking to free them.

A summary of features intended for the final game:

- "Easy to learn, hard to master" combat mechanics with aspects from the likes of Smash Bros, Kid Icarus: Uprising, Dark Souls, and so on, using directional movement inputs, a focus on both melee and ranged attacks, as well as customizable secondary abilities
- Interaction mechanics inspired by classic point-and-click adventure games, integrated into just one button
- Real-time dialogue and narrative mechanics that don't take control away from the player
- A unique and varied cast
- Stylized anime-esque visuals
- A single-player story mode comprised of both "bot match" gameplay and adventure areas
- Multiplayer with multiple game modes

This game is being developed by Candescent Blade Games, primarily based in Sydney, Australia, but comprised of people overseas as well. We don't have much of a solid online/social media presence at the moment, but we're hoping to change that once we have more substantial game stuff to show.

I'm pretty much the only person handling programming work, and my efforts to find people who can handle programming better than I as well as other roles for custom asset work (modelling, animation, map creation, etc) has been fraught with failure, with almost everyone I've recruited either dropping out due to personal issues or just dropping off the map entirely. So I'm hoping at least a little visibility, including a bit of prototype gameplay, might help.

I might try and record something a bit more comprehensive later, but hopefully I'll provide at least semi-regular updates for the prototype's dev progress.]]>Work in ProgressCandescencehttps://forums.unrealengine.com/community/work-in-progress/1360101-prototype-trapped-with-usAssetsModular cave kithttps://forums.unrealengine.com/community/work-in-progress/1359855-modular-cave-kit
Tue, 26 Sep 2017 09:19:31 GMT
I've been trying to make a modular cave kit like in Skyrim for a few months in my spare time and it would be greatly appreciated if you would give me some tips about how to make it more realistic, interesting or technically better, please.

I used Blender to create the meshes and uvs, Substance Painter to export some textures, that I generated from some Substance materials, and Unreal Engine to visual everything together in a game engine.

The screenshots are from Unreal Engine and there is one from Blender too:

Many thanks,
James]]>Work in Progressjazz75https://forums.unrealengine.com/community/work-in-progress/1359855-modular-cave-kitStone Hunter ship concept design for Escape from Mill Station game projecthttps://forums.unrealengine.com/community/work-in-progress/1359177-stone-hunter-ship-concept-design-for-escape-from-mill-station-game-project
Mon, 25 Sep 2017 00:15:32 GMTGoing to model in Blender and import into Unreal 4 :-)
More information on the Stone Hunters here: http://worldofclouds.com/triangletradersguide.html
More information on the Stone Hunters here: http://worldofclouds.com/triangletradersguide.html]]>Work in ProgressEtienne Andlauhttps://forums.unrealengine.com/community/work-in-progress/1359177-stone-hunter-ship-concept-design-for-escape-from-mill-station-game-projectGameKronostasishttps://forums.unrealengine.com/community/work-in-progress/1358619-kronostasis
Sat, 23 Sep 2017 15:03:08 GMTHi there fellow developers and community members. We are pleased to introduce to you the game we are currently working on, Kronostasis.
...

Kronostasis is a fast paced first person shooter that takes inspiration from the classic shooters and combines it with current generation gameplay elements.

The plot follows a sci-fi/fantasy hybrid story, and the game seeks to challenge players in a time driven, action based encounter.

You play the role of a safety and security automaton aboard a mining vessel in deep space. You get activated shortly after an unknown being boards the ship and seems to turn carbon based lifeforms into mysterious and monstrous creatures. Your programming instructs you to investigate…

]]>Work in Progressnicofouriehttps://forums.unrealengine.com/community/work-in-progress/1358619-kronostasisGameLooking to make a VR, PC, Console and Software Studiohttps://forums.unrealengine.com/community/work-in-progress/1358451-looking-to-make-a-vr-pc-console-and-software-studio
Sat, 23 Sep 2017 03:51:36 GMTI am looking to make a VR, PC, Console and Software studio that specializes in a program that allows people to live a digital life for example Second...I am looking to make a VR, PC, Console and Software studio that specializes in a program that allows people to live a digital life for example Second Life but in the program you can get a Job, Go to school and be who you want to be. The idea is inspired by a book called Ready Player One Work in ProgressTheRealDJAFhttps://forums.unrealengine.com/community/work-in-progress/1358451-looking-to-make-a-vr-pc-console-and-software-studioAssetsUnreal Engine 4 - (SellfyStore) UE4 SciFi Jetpack Anim Set Basichttps://forums.unrealengine.com/community/work-in-progress/1358448-unreal-engine-4-sellfystore-ue4-scifi-jetpack-anim-set-basic
Sat, 23 Sep 2017 03:19:07 GMT[WIP] Unreal Engine 4 - (SellfyStore) UE4 SciFi Jetpack Anim Set Basic

This animation pack contains 45 animations and two placeholder weapons, all ready for use on any character mesh that uses the default unreal skeleton. All animations are keyframed and contain no root motion.

This is a basic version of my UE4 Jetpack Anim Set Ultimate. It contains one generic animation set from that pack, which contains basic movement, on the ground and using the jetpack as well as aimoffsets. It also contains 3 death animations, a grenade throw, and a fist punch melee.

All animations are made for seamless blending, the lower half of the animation is the same across all the animation sets, only the upper animation changes for the animations.

It also has a basic controller setup that allows for using the jetpack, it is also able to be used for single and multiplayer. The jetpack and all animations are already setup for replication.]]>Work in Progressiamjohngalt1975https://forums.unrealengine.com/community/work-in-progress/1358448-unreal-engine-4-sellfystore-ue4-scifi-jetpack-anim-set-basicPluginTensorFlowhttps://forums.unrealengine.com/community/work-in-progress/1357673-tensorflow
Thu, 21 Sep 2017 19:23:13 GMT
For the past couple of months I've been working on bringing TensorFlow to UE4, enabling the use of state of the art machine learning in our projects. The plugin has reached something I think is ready to try out, but it is very much a work in progress so please check it out and give some feedback if you can!

DownloadPlugin

Examples Project

Limitations
Windows platform only atm. Consider contributing to add support for your platform!

Resources
Latest documentation is always available at the github repositories.

Basic MNIST softmax classifier trained on begin play with sample training inputs streamed to the editor during training. When fully trained, UTexture2D (1-3) samples are tested for prediction.

you can even use your browser on your phone or desktop to draw some shapes to try recognition

Examples - Basic adding in TensorFlow
Want just the basics? check out the basic.umap map which uses addExample.py to add float array together. This is a good entry point to see how to pass UE4 blueprint data into and out of python tensorflow.

Let me know what you think and what machine learning examples you'd like to see in the future!
]]>Work in Progressgetnamohttps://forums.unrealengine.com/community/work-in-progress/1357673-tensorflowThe First Emperorhttps://forums.unrealengine.com/community/work-in-progress/1357516-the-first-emperor
Thu, 21 Sep 2017 14:28:24 GMTThe First Emperor
The First Emperor of China Qin Shi Huang believed in immortality and the elixir of life and around 200BC he ordered the alchemist...The First Emperor
The First Emperor of China Qin Shi Huang believed in immortality and the elixir of life and around 200BC he ordered the alchemist Xu Fu to take some of his finest warriors and go on a quest to find the elixir and bring it to him.

In this RPG you play as Xu Fu as you travel through ancient China in search of the elixir.

Choose to make friends with the local inhabitants or use force to acquire what you need. The use of force risks making enemies of the local inhabitants although this could help you make you friends of the enemies of those you attack.

Villages may request help in return for their help such as rescue an inhabitant kidnapped by bandits or attack an unfriendly village. However the truth is hard to find as many cannot be trusted. If you fail to see through the lies you could be headed towards a trap ... What do you do to those who betray and lie to you, your decisions have consequences.

Historical Fact:
In 1974 Chinese farmers uncovered pits containing thousands of life sized Terracotta warriors near to the Mausoleum of the Emperor Qin Shi Huang. Historians believe it is a form of funerary art created to protect the emperor

However as Xu Fu you discover the truth behind this vast creation and why the Emperor required such an extraordinary collection of Terracotta Warriors.

Facial Expressions
The game uses facial expressions to highlight a character's mood, if you look closely small tells may let you determine if a character is telling the truth or not.

Black Powder is an upcoming skill based, Multiplayer First-Person Shooter set in the american Wild West - for the PC! The game is now on Kickstarter and it needs your support!

Developed by three friends, history enthusiast from Germany and Italy, Black Powder evolved to a game that we - the developers (and gamers ourselves) - always liked to play.

With the following pictures and videos we'd like to convince you to join us in making Black Powder an amazing experience.

Enough text ...get the horseshit off your spurs, come and see for yourself!Play now!

The demo version of Black Powder is available to all backers and will be sent out during our campaign!

This demo version allows you to take a first look at various features of Black Powder and will contain around 15 minutes of singleplayer fun!Features

No HUD: Atmospheric gaming experience due to no HUD elements on your screen. Count how many bullets you've loaded, check your pocket watch for the remaining time.

Full Body Awareness: Immersion due seeing your full body from the first-person perspective.

Bullet Physics: Every gun in Black Powder is shooting its own bullet - fed with real life data for mass, speed and penetration values. Depending on surface density, angle and thickness projectiles can penetrate objects... or ricochets are going to kill your teammates...

German arcticle:Buffed.dePC GamesGames-Mag.de]]>Work in ProgressDivision-Gameshttps://forums.unrealengine.com/community/work-in-progress/1357098-black-powder-now-on-kickstarterPhotorealism work!https://forums.unrealengine.com/community/work-in-progress/1356620-photorealism-work
Wed, 20 Sep 2017 00:14:37 GMTHello Everyone!
New guy to Unreal Engine, but i have always loved it and never had the time to work with it, so here it is,
my first attempt at...
New guy to Unreal Engine, but i have always loved it and never had the time to work with it, so here it is,
my first attempt at it, the inspiration its obvious, but this was a mere attempt in photorealism to see how i could manage to work with it.

]]>Work in ProgressHidalgo Serrahttps://forums.unrealengine.com/community/work-in-progress/1356620-photorealism-workhttps://forums.unrealengine.com/community/work-in-progress/1356525-blueprint-fire-propagation-system
Tue, 19 Sep 2017 21:04:51 GMTHi, want to get in touch with Unreal Engine 4 Blueprints and give myself this exercise, a object based fire propagation system.
So far it went quit...
So far it went quit well, needs some optimizations for sure.

You will have different attributes to control:

- flammable at: at which temperature the object starts to burn

- multiplier: while burning, increase/decrease the generated heat

- resistance: more res will result in less heat getting from other objects

- cooldown factor: after burned off, how fast the object will get cold

- mass and procentage of carbon: for calculation of the burning duration

C&C welcome!]]>Work in ProgressAndiVRhttps://forums.unrealengine.com/community/work-in-progress/1356525-blueprint-fire-propagation-systemPluginHex Grids Frameworkhttps://forums.unrealengine.com/community/work-in-progress/1355322-hex-grids-framework
Sun, 17 Sep 2017 19:46:24 GMTI have been working for a few weeks on a hexagonal grid system for a upcoming game project. It started purely for my game, but since then I decided...
It currently exists entirely in blueprint, with the concept that anyone could jump in and change functions as they need it. However as the project has advanced I find I am no longer getting the performance I would demand from a system like this, so I will likely be rewriting much of the functionality into C++ and exposing the results as blueprint nodes. It's not idea for everyone to have C++ functionality, but I am performing thousands of loops and various array and map functions that are just too slow in BP. For those who know about hex grids, this uses a combination of offset coordinates, and cube coordinates, with functions for converting between. I may include a Axial conversion as well, but currently don't use Axial for anything. The main grid uses offset coordinates, and all functions take offset coordinates, but internally use cube coordinates for the actual calculations. I find offset to be far more human readable, hence using them for inputs, but cube remove the problem of odds and evens.

Despite this being a hex grid, I may try to integrate square grids in as well, depending on how much functionality needs to be heavily changed. I have support for square grids in square patterns, and square grinds in brick patterns already, but I suspect all the functionality will need total rewrites. If there's other shaped grids, or other use cases, such as being able to use it in UMG or Paper2D, I would be open to ideas.

Design:

I currently can generate 4 different major shapes of grids: Rectangular, Hexagonal, Triangle, and a Parallelogram.

Meshes

This grid currently has spawning options for both Static Meshes, and Instance Static Meshes. It can spawn multiple instances, so you can have different textures and meshes, but since this is very personal to the project, this will stay as a blueprint node for easy customisation.

Instanced Grid using 4 instances randomly placed.

Functionality:

Manhatten distance

Simple blueprint node to calculate the distance between 2 points, moving along the grid as you might walk.

Line Drawing

Line drawing essentially visualizes the Manhattan Distance. It shows the path between A and B, so it would be good for range checks and for doing shooting arc visuals, but it does not check for occlusion.

Neighbours / Diagonals

Taking an input of a tile, will return all the direct neighbours, and the diagonals from it.

Movement Range

Takes a Tile and a radius, and returns all tiles within the radius of that tile

Single Ring / Spiral Ring

Single ring returns a ring of tiles around your current tile. You can run the function multiple times to get multiple rings. Spiral ring essentially expands on single ring, and grows outwards by a ring, moving in a spiral pattern. Functionally, it is the same as movement range, but works in a different method.

Rotate Around Pivot

Takes an input, and moves either clockwise or anti-clockwise. Since its a hex grid, this results in 6 possible positions.

A* Pathfinding.

Since we are using a grid, the default unreal nav system may not work for you. So as an alternative there is a A* pathing method. This takes a start and end point, and works out a grid based path to the target, while taking into account any tile weightings. Think of the weightings like Civ, it costs more to move through a forest than flat land. I have the pathfinding using weights and also detecting the edge of the map, but I dont currently have checks for tiles that are impossible to pass. You can in theory set their weight to massive numbers, but it would still allow moving onto them if no other path existed. Fixing this is probably my next job.

Debugging

I have a bunch of nodes for visualising and testing functionality, and viewing coordinates in both Cube and Offset Coords. Most if it is controlled via a set of example functions, and 2 arrays of hero tiles, and select tiles. I also wired the hero tile to mouse over, so you can dynamically test various functionality.

Update:

So I took the plunge and updated all the project into C++. I have also integrated pathfinding now using some A* framework I found buried in the engine, and its significantly better written than mine, and a lot more efficient. I tested a character running along it, see below, and it all seems to be working. I need to fix the stop-start nature of the movement, that's just because the move to nodes switch to idle on reaching their target, and I am giving them targets tile by tile, so I can use build in nav system with my coordinate array.

To Do.

Rewriting the functions into C++ is my next step, some of the functions, in particular the A* pathfinding, and the movement range, get far too expensive when using large grids.

I was against writing functionality for obstacles, since it could differ per project, but ultimately its needed to get the pathfinding to work, amongst others.

Adding a wraparound function. So in theory you can do scrolling worlds. Initially it will only cover a CIV style wrap, so you can go left or right, and it will unload the current and spawn the duplicate of it.

Updating movement range, line drawing, pathfinding to support occluded tiles

]]>Work in ProgressDanielOrchardhttps://forums.unrealengine.com/community/work-in-progress/1355322-hex-grids-frameworkUE4 MP TPS SciFi Jetpack Template With Two Person GravCyclehttps://forums.unrealengine.com/community/work-in-progress/1355047-ue4-mp-tps-scifi-jetpack-template-with-two-person-gravcycle
Sun, 17 Sep 2017 01:49:52 GMT**All Prices On Sellfy Are Reduced See Last Post For Details**
Heya Guys,
I am working on a template for a multiplayer jetpacking third person...
Heya Guys,
I am working on a template for a multiplayer jetpacking third person shooter with a 2 person vehicle, its still a WIP but I plan on having it completed by next friday 9/22. I am not sure if I will be submitting it to the UE4 Marketplace due to many reason we all know about. It is however availible on my sellfy store page. When its complete my target price is going to be $29.99, until its completed however it will remain $19.99, so if you are interested you should go ahead and get it, all purchasers will get all the updates for free when its completed.

Many Thanks Guys!]]>Work in Progressiamjohngalt1975https://forums.unrealengine.com/community/work-in-progress/1355047-ue4-mp-tps-scifi-jetpack-template-with-two-person-gravcycleMill Stationhttps://forums.unrealengine.com/community/work-in-progress/1351280-mill-station
Sun, 10 Sep 2017 01:24:05 GMTMill Station under construction :-)
Game project: http://worldofclouds.com/escapefrommillstation.html
Modeling and UV mapping in Blender.
All...
Game project: http://worldofclouds.com/escapefrommillstation.html
Modeling and UV mapping in Blender.
All parts (objects) with pivot point set at 0,0,0 In Blender.
All parts exported as one fbx static mesh.
Imported into Unreal meshes (objects) remain separate.
Materials for each mesh built inside Unreal with tiling.]]>Work in ProgressEtienne Andlauhttps://forums.unrealengine.com/community/work-in-progress/1351280-mill-station